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#include <windows.h>
#include "glew.h"
#include <stdio.h>
#include <math.h>
#include "utils.h"
#include "GPUProgram.h"
#include "ObjModel.h"
#include "FBO.h"
#include "FullScreenQuad.h"
#include "Glm/glm.hpp"
#include "Glm/ext.hpp"
#pragma comment(lib,"opengl32.lib")
#pragma comment(lib,"glew32.lib")
LRESULT CALLBACK GLWindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_CLOSE:
PostQuitMessage(0);
break;
}
return DefWindowProc(hwnd,msg,wParam,lParam);
}
INT WINAPI WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPSTR lpCmdLine, _In_ int nShowCmd)
{
WNDCLASSEX wndClass;
wndClass.cbClsExtra = 0;
wndClass.cbSize = sizeof(WNDCLASSEX);
wndClass.cbWndExtra = 0;
wndClass.hbrBackground = NULL;
wndClass.hCursor = LoadCursor(NULL,IDC_ARROW);
wndClass.hIcon = NULL;
wndClass.hIconSm = NULL;
wndClass.hInstance = hInstance;
wndClass.lpfnWndProc=GLWindowProc;
wndClass.lpszClassName = "OpenGL";
wndClass.lpszMenuName = NULL;
wndClass.style = CS_VREDRAW | CS_HREDRAW;
ATOM atom = RegisterClassEx(&wndClass);
RECT rect;
rect.left = 0;
rect.top = 0;
rect.right = 1280;
rect.bottom = 720;
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
HWND hwnd = CreateWindowEx(NULL, "OpenGL", "RenderWindow", WS_OVERLAPPEDWINDOW, 100, 100, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, hInstance, NULL);
HDC dc = GetDC(hwnd);
PIXELFORMATDESCRIPTOR pfd;
memset(&pfd, 0, sizeof(PIXELFORMATDESCRIPTOR));
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_TYPE_RGBA | PFD_DOUBLEBUFFER;
pfd.iLayerType = PFD_MAIN_PLANE;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;
pfd.cDepthBits = 24;
pfd.cStencilBits = 8;
int pixelFormatID = ChoosePixelFormat(dc, &pfd);
SetPixelFormat(dc,pixelFormatID,&pfd);
HGLRC rc = wglCreateContext(dc);
wglMakeCurrent(dc, rc);
GetClientRect(hwnd, &rect);
int viewportWidth = rect.right - rect.left, viewportHeight = rect.bottom - rect.top;
glewInit();
//gpu program
GPUProgram gpuProgram;
gpuProgram.AttachShader(GL_VERTEX_SHADER, "res/shader/skybox.vs");
gpuProgram.AttachShader(GL_FRAGMENT_SHADER, "res/shader/skybox.fs");
gpuProgram.Link();
gpuProgram.DetectAttribute("pos");
gpuProgram.DetectAttribute("texcoord");
gpuProgram.DetectAttribute("normal");
gpuProgram.DetectUniform("M");
gpuProgram.DetectUniform("V");
gpuProgram.DetectUniform("P");
//init 3d model
ObjModel cube;
cube.Init("res/model/Sphere.obj");
float identity[] = {
1.0f,0,0,0,
0,1.0f,0,0,
0,0,1.0f,0,
0,0,0,1.0f
};
glm::mat4 cubeModelMatrix;
glm::mat4 projectionMatrix = glm::perspective(50.0f, (float)viewportWidth / (float)viewportHeight, 0.1f, 1000.0f);
GLuint mainTexture = SOIL_load_OGL_cubemap(
"res/image/right.bmp",
"res/image/left.bmp",
"res/image/top.bmp",
"res/image/bottom.bmp",
"res/image/back.bmp",
"res/image/front.bmp",
0, 0, SOIL_FLAG_POWER_OF_TWO
);
ShowWindow(hwnd, SW_SHOW);
UpdateWindow(hwnd);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
MSG msg;
while (true)
{
if (PeekMessage(&msg,NULL,NULL,NULL,PM_REMOVE))
{
if (msg.message==WM_QUIT)
{
break;
}
TranslateMessage(&msg);
DispatchMessage(&msg);
}
glDisable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(gpuProgram.mProgram);
glUniformMatrix4fv(gpuProgram.GetLocation("V"), 1, GL_FALSE, identity);
glUniformMatrix4fv(gpuProgram.GetLocation("P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
glUniformMatrix4fv(gpuProgram.GetLocation("M"), 1, GL_FALSE, glm::value_ptr(cubeModelMatrix));
glBindTexture(GL_TEXTURE_CUBE_MAP, mainTexture);
glUniform1i(gpuProgram.GetLocation("U_MainTexture"), 0);
cube.Bind(gpuProgram.GetLocation("pos"), gpuProgram.GetLocation("texcoord"), gpuProgram.GetLocation("normal"));
cube.Draw();
glUseProgram(0);
glEnable(GL_DEPTH_TEST);
glFlush();
SwapBuffers(dc);
}
return 0;
}